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Topics - Madiaba

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1
Chatterbox / Lorena Bobbitt
« on: August 26, 2009, 07:05:07 PM »
This was a 'He said... She said..." scenario. I do know one of the insiders of that scenario. I don't know all of the facts, not sure anyone does. But both were angry and mean to one another. Having counseled more than a few couples, I know that men tend to be insensitive jerks, and women tend to pull the 'victim' card to justify whatever they 'feel' like doing to their husbands.
Women's Rights groups rallied behind her, as do ethnic and racial groups to vindicate their own. She should have just left him, not taken a knife to him.
If he'd have dismembered her in some way, they would have hanged him by his... well you know.
Although later aquitted (legally), she afterward also admitted to beating up her very own mother, while the elderly women was just sitting and watching TV: http://www.nytimes.com/1997/12/08/us/bobbitt-s-ex-wife-charged-in-assault.html?sec=health
He also carried his anger issues with him after their divorce,...manifested by several assault charges.
A sad scenario, for sure.
 
BTW: No I'm not prejudice, just factual. I am a white male; my wife is black-from Kenya, is a teacher, like me, and teaches math and physics. She is also often appalled at Jessie Jackson and Al Sharpton for their intermittent lapses in objectivity. WASPS have their Archie Bunkers too. No matter what happened, be careful what you accept as true. It takes sometimes months for me to get to the bottom of things in counseling couples.
 
 
BTW2: She married again;.. don't know how someone could fall asleep in the same bed with her. "Sweet dreams" scenario:.. ................. :shock:!
 
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2
Other Tutorials / 'Tutorials' POLL
« on: August 18, 2009, 10:59:08 PM »
Post which Tutorial(s) you would most like to see.
 
-You can vote in several categories.
-Some of the Tutorials may be in a Video format. :-D
 
-Note:
"Understanding:" category means learning about a certain 'part' of the game (learning gmf stuff, or learning py coding,...).
"Task:" category means "How to do a specific tweak" (which usually involves more than one 'part' of the game; like adding a hazard is both gmf and py work).
.
.
You can also post any new suggestions here in this thread.
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3
Other Tutorials / GMF ('How-to' mods and notes)
« on: August 08, 2009, 03:33:21 PM »
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4
Tournament Archives / GUMBA: Brackets and Vids.
« on: March 14, 2009, 01:31:01 PM »
Brackets and Vids Here
 
Ok, guys. We've encountered a small problem....
It stems from taking over someone else's unfinished project, and also from a valid point that all "Rules" should be posted on the first post of the Tourney's thread. The problem is that Cuda mentioned later in the thread that all bots were to be plastic armor. Several entrants apparently did not see this later post, and submitted other-armored bots. So we have to redo somethings here.
Therefore, the entrants who want to can (A) redo their bots, or (B) leave them as-is. If they choose (A)to redo them, then the bots must be kept in the same basic style as before(no change of a HS into a rammer,... etc.), and must mod them in accord with the following Rules:
1. DSL
2. any armor is acceptable.
3. no AAM, cheatbot2 or aftermarket parts

4. free to use all in-game, botlab 'Attachment' glitches.
5. everything must be realistic (no overlapping or interferential components).
6. only bat stacking is OK.
 
You must get your modded bots in by this Sunday afternoon, else it will be assumed that you want option (B) for your old bot to be used. Sorry for the tight deadline, and to be fair for all it must be started over from the beginning with all bots on the same playing field...

Feel free to make new predictions once the splash is up.
 
Anything I missed, let me know.
 
..

5
Tournament Archives / GUMBA: Bracket and Vids
« on: March 07, 2009, 11:10:24 PM »
Here is GUMBA.
 
Brackets and Vids Here
 
 
Big, big thanks to Sage for his extensive leg work.
 
--------------------------------------------
 
 
 
 
..

6
Modifications / S.O.W.
« on: February 08, 2009, 12:50:07 PM »
This is a new tweak that is kosher for Stock and DSL Tourneys. And it can give an advantage to bots if constucted well.
It is called "Servo Oriented Weapons" or S.O.W.
This is where your weapons system(s) are attached to a servo motor, which is coded to turn your weapons so that they are always oriented toward your opponent,.. no matter which way your bot is facing. So ideally you no longer have a vulnerable back or sides, since the weapons will confront the enemy constantly.
The coding is based off of Apanx's work on servo angles. It has been revised to work in this application.
Several other User options I've coded into my AI.py version are things like: weapons firing control, sequential weapons firing (machinegun, rapid multiple pistons firing...), SmartZone or Location triggering, special SRM, and anti-immobility features.
Phil took this work and has modded it some, but I haven't looked through it yet to see what cool things he came up with.
There are some pros and cons concerning this appraoch, which will be enumerated later.
A note for coders about Servo orientation control itself: SZ's can be used to control the servo, NP. But controlling the servo through python 'servoangle' is both more consistant and precise. Also, SZ Controller commands will over-ride python coded commands, if the 2 were ever in conflict.
 
I'll post some of my bots, and Phil has some of his that he's been tweaking out.
 
...

7
This thread is to help facilitate modders/builders to learn how to AI. It's fairly easy if one will just invest some time, so no 'cold feet' necessary.
 
There's been an 'AI Chart' that I started and then sent to CB, and is now with SC, (but he's been busy, NP). I'll finish up his part and send it to Goose for any other final tweaks before it goes out. It will be a simple chart of all available AI.pys kinds (Spinner, Rammer,...); their function(s); bot wiring's zone/control naming.
ANY noob can learn and do it in a short time.
Bindings line functions and tweaking, questions or input, are welcome here too.
(BTW: No inquiries or input is too easy or dumb....)
--------------------------
 
 
So to start:
Here's a new FBS AI.py that I just finished. FBS's are notorious for getting counted out while spinning. This py is very reliable to 'stop and move' when the immobilization countdown starts. It has other User-adjustable settings that you can read about for yourself in the ReadMe included. Stock and DSL.
 
FBS_1]FBS_1
 
[/color]..[/b][/URL]
 
 
 
 
 
                             Bindings.py
-Bot Nose orientaton:
(Copy+paste this coding to the top of your Bindings.py for a convenient reference)
How to use:
1. Find out where your bot is facing in-game (Exhibition), without any nose bias.
2. Then use this chart to turn it to face forward, NP.
 
 
Code: [Select]
    # nose is "front" of bot-
        #Nose paradigm: All 360 rotational degrees for "math.pi" are represented by the factor '2'.
            #thus:  '2'=360degrees,   '1'=180degrees,   '0.5'=90degrees,   '0.25'=45degrees.
        #The direction of change(CW/CCW)is determined by the "-" or "+" before the statement.
            #thus: '+' causes rotation CCW,  '-' causes rotation CW.
        #Format examples:
            # " 'nose':math.pi*0.25 "  will rotate the bot 45degrees/CCW.
            # " 'nose':-math.pi*0.25 " will rotate the bot 45degrees/CW.
            # " 'nose':math.pi*0.5 "   will rotate the bot 90degrees/CCW.
            # " 'nose':-math.pi*0.5 "  will rotate the bot 90degrees/CW.
            # " 'nose':math.pi*0.75 "  will rotate the bot 135degrees/CCW.
            # " 'nose':-math.pi*0.75 " will rotate the bot 135degrees/CW.
            # (Make sure there is a comma(,)after the the value # (to separate it from the next characteristic and its value).
            #(-----notes-----)
                # Note1:  "math.pi"   AND   'nose':math.pi*1.0 "   AND  " 'nose': -math.pi*1.0 "   will rotate the bot 180 degrees.
                    #   (The first two are the same, and the last two just rotate different directions to get 180 degrees.}
                    #   Thus there is no real reason to have a factor greater than '1',
                    #   since after that you just move into the other half of the circle covered by the other '+' or '-' sign.
                # Note2: "math.pi*0" or "math.pi*2" = the same as no new heading.


 
Again, you might copy this to the top of your Bindings.py for easy reference.

8
Modifications / > Mad's Mods (more thoughts and tweaks)
« on: June 19, 2008, 09:57:36 AM »
Well, several have asked me for components, arenas, AI, vids and other stuff that were mysteriously wiped out on the dysfunctional Atari forum. Don't have that much time to be finding and putting together files, so I'll do things once here. I don't have all of it saved, but I'll post what I can get up as time permits, for whomever is interested. I'll try to put it all on this first page....



I'll start making more available as I run across them...

Trovaner's Edit: I fixed all the video links and download links that I could. I also added spoilers so that all the videos don't download at once.

9
Could someone please help me.
I am trying to make more '4-player' Events, but I do not know/understand some of the Events txt file formatting.

Does someone know to what these numbers refer:
     >>>the number just under Event's description
     >>>the three numbers at the bottom of each Event
-what are the for?
-what are they correlated to?
     >>>the arena name ('Combat Arena') does not correlate to the arena files in its 'Arenas' folder, nor any file within that folder, for they are all spelled differently.  Maybe a database file?.. or for a random generator reference?

Any help would sure be appreciated.
Thanks for your time,
Madiaba

Quote
2
Blade Tournament
This team….
2 <----------------------------------What does this # refer to?
Arenas\event_results\prizes\Fruit_Punch\Fruit_Punch.gmf
You didn't win,
Arenas\event_results\prizes\Vacation_Photo\vacation_photo.gmf
Well, you made it past the first round.
Arenas\event_results\prizes\Spike_Trophy\Spike_Trophy.gmf
You won the event!
UI\teamhq\events\trophies\Spike Trophy.tga
UI\teamhq\events\ev_blade.bmp
Combat Arena <----------------[b]What does this arena name refer/correlate to?
Arenas\box\box_preview.bmp OK here.
4 <
1 <-----------------------What do these three #s refer to?
3 <

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